> (1) use the partition-independent global node ordering imposed by the
> Hilbert index - we use this in other places we want to produce a
> partition-agnostic element or nodal ordering, or
> (2) use the Point key() concept that we use in mesh refinement to locate
> duplicate nodes.  This takes (x,y,z) and maps them to a integer.  Now this
> integer is not guaranteed to be unique, but it should serve the purpose of
> seeding the random number generator as you proposed above.
>
> I'd lean to (2), and this could easily be accommodated by making the key()
> member of the LocationMap public.

Both these solutions are perfectly fine with me, as they meet my original
requirement of being able to create differently distorted meshes. The question
is now whether it's ok to break backwards consistency in the sense that
meshes distorted with one of these proposed methods aren't going to be the
same as meshes distorted with the current method. From that perspective,
I'd again tend to my first proposal (seed as default argument), as that won't
change meshes in existing code.

Roman

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